Add Connect 4 multiplayer game server

Real-time two-player Connect 4 using Via framework with:
- Game creation and invite links
- SSE-based live updates for both players
- Win detection with animated highlighting
- Session-based nickname persistence
This commit is contained in:
Ryan Hamamura
2026-01-14 12:57:57 -10:00
commit 389fc12bf2
10 changed files with 947 additions and 0 deletions

97
game/logic.go Normal file
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package game
// DropPiece attempts to drop a piece in the given column.
// Returns (row placed, success).
func (g *Game) DropPiece(col, playerColor int) (int, bool) {
if col < 0 || col > 6 {
return -1, false
}
if g.CurrentTurn != playerColor {
return -1, false
}
if g.Status != StatusInProgress {
return -1, false
}
// Find lowest empty row in column
for row := 5; row >= 0; row-- {
if g.Board[row][col] == 0 {
g.Board[row][col] = playerColor
return row, true
}
}
return -1, false // Column full
}
// CheckWin checks if the last move at (row, col) created a win.
func (g *Game) CheckWin(row, col int) bool {
color := g.Board[row][col]
directions := [][2]int{
{0, 1}, // Horizontal
{1, 0}, // Vertical
{1, 1}, // Diagonal down-right
{1, -1}, // Diagonal down-left
}
for _, dir := range directions {
cells := g.countLine(row, col, dir[0], dir[1], color)
if len(cells) >= 4 {
g.Status = StatusWon
g.WinningCells = cells[:4]
return true
}
}
return false
}
func (g *Game) countLine(row, col, dr, dc, color int) [][2]int {
cells := [][2]int{{row, col}}
// Count in positive direction
for r, c := row+dr, col+dc; r >= 0 && r < 6 && c >= 0 && c < 7; r, c = r+dr, c+dc {
if g.Board[r][c] != color {
break
}
cells = append(cells, [2]int{r, c})
}
// Count in negative direction
for r, c := row-dr, col-dc; r >= 0 && r < 6 && c >= 0 && c < 7; r, c = r-dr, c-dc {
if g.Board[r][c] != color {
break
}
cells = append(cells, [2]int{r, c})
}
return cells
}
// CheckDraw checks if board is full with no winner.
func (g *Game) CheckDraw() bool {
for col := 0; col < 7; col++ {
if g.Board[0][col] == 0 {
return false
}
}
g.Status = StatusDraw
return true
}
// SwitchTurn alternates the current turn.
func (g *Game) SwitchTurn() {
if g.CurrentTurn == 1 {
g.CurrentTurn = 2
} else {
g.CurrentTurn = 1
}
}
// IsWinningCell checks if a cell is part of the winning line.
func (g *Game) IsWinningCell(row, col int) bool {
for _, cell := range g.WinningCells {
if cell[0] == row && cell[1] == col {
return true
}
}
return false
}

192
game/store.go Normal file
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package game
import (
"crypto/rand"
"encoding/hex"
"sync"
"time"
)
type Syncable interface {
Sync()
}
type PlayerSession struct {
Player *Player
Sync Syncable
}
type GameStore struct {
games map[string]*GameInstance
gamesMu sync.RWMutex
}
func NewGameStore() *GameStore {
return &GameStore{
games: make(map[string]*GameInstance),
}
}
func (gs *GameStore) Create() *GameInstance {
id := generateGameID()
gi := NewGameInstance(id)
gs.gamesMu.Lock()
gs.games[id] = gi
gs.gamesMu.Unlock()
go gi.run()
return gi
}
func (gs *GameStore) Get(id string) (*GameInstance, bool) {
gs.gamesMu.RLock()
defer gs.gamesMu.RUnlock()
gi, ok := gs.games[id]
return gi, ok
}
func generateGameID() string {
b := make([]byte, 4)
rand.Read(b)
return hex.EncodeToString(b)
}
type GameInstance struct {
game *Game
gameMu sync.RWMutex
players map[PlayerID]Syncable
playersMu sync.RWMutex
join chan *PlayerSession
leave chan PlayerID
done chan struct{}
dirty bool
}
func NewGameInstance(id string) *GameInstance {
return &GameInstance{
game: NewGame(id),
players: make(map[PlayerID]Syncable),
join: make(chan *PlayerSession, 5),
leave: make(chan PlayerID, 5),
done: make(chan struct{}),
}
}
func (gi *GameInstance) ID() string {
gi.gameMu.RLock()
defer gi.gameMu.RUnlock()
return gi.game.ID
}
func (gi *GameInstance) Join(ps *PlayerSession) bool {
gi.gameMu.Lock()
defer gi.gameMu.Unlock()
// Assign player to an open slot
if gi.game.Players[0] == nil {
ps.Player.Color = 1 // Red
gi.game.Players[0] = ps.Player
} else if gi.game.Players[1] == nil {
ps.Player.Color = 2 // Yellow
gi.game.Players[1] = ps.Player
gi.game.Status = StatusInProgress
} else {
return false // Game is full
}
gi.playersMu.Lock()
gi.players[ps.Player.ID] = ps.Sync
gi.playersMu.Unlock()
gi.dirty = true
return true
}
func (gi *GameInstance) Leave(pid PlayerID) {
gi.leave <- pid
}
func (gi *GameInstance) GetGame() *Game {
gi.gameMu.RLock()
defer gi.gameMu.RUnlock()
return gi.game
}
func (gi *GameInstance) GetPlayerColor(pid PlayerID) int {
gi.gameMu.RLock()
defer gi.gameMu.RUnlock()
for _, p := range gi.game.Players {
if p != nil && p.ID == pid {
return p.Color
}
}
return 0
}
func (gi *GameInstance) DropPiece(col int, playerColor int) bool {
gi.gameMu.Lock()
defer gi.gameMu.Unlock()
row, ok := gi.game.DropPiece(col, playerColor)
if !ok {
return false
}
if gi.game.CheckWin(row, col) {
for _, p := range gi.game.Players {
if p != nil && p.Color == playerColor {
gi.game.Winner = p
break
}
}
} else if gi.game.CheckDraw() {
// Status already set by CheckDraw
} else {
gi.game.SwitchTurn()
}
gi.dirty = true
return true
}
func (gi *GameInstance) run() {
ticker := time.NewTicker(100 * time.Millisecond)
defer ticker.Stop()
for {
select {
case pid := <-gi.leave:
gi.playersMu.Lock()
delete(gi.players, pid)
gi.playersMu.Unlock()
case <-ticker.C:
gi.publish()
case <-gi.done:
return
}
}
}
func (gi *GameInstance) publish() {
gi.gameMu.Lock()
if !gi.dirty {
gi.gameMu.Unlock()
return
}
gi.dirty = false
gi.playersMu.RLock()
syncers := make([]Syncable, 0, len(gi.players))
for _, sync := range gi.players {
syncers = append(syncers, sync)
}
gi.playersMu.RUnlock()
gi.gameMu.Unlock()
for _, sync := range syncers {
sync.Sync()
}
}
func (gi *GameInstance) Stop() {
close(gi.done)
}

41
game/types.go Normal file
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package game
import "time"
type PlayerID string
type Player struct {
ID PlayerID
Nickname string
Color int // 1 = Red, 2 = Yellow
}
type GameStatus int
const (
StatusWaitingForPlayer GameStatus = iota
StatusInProgress
StatusWon
StatusDraw
)
type Game struct {
ID string
Board [6][7]int // 6 rows, 7 columns; 0=empty, 1=red, 2=yellow
Players [2]*Player // Index 0 = creator (Red), Index 1 = joiner (Yellow)
CurrentTurn int // 1 or 2 (matches player color)
Status GameStatus
Winner *Player
WinningCells [][2]int // Coordinates of winning 4 cells for highlighting
CreatedAt time.Time
}
func NewGame(id string) *Game {
return &Game{
ID: id,
Board: [6][7]int{},
CurrentTurn: 1, // Red goes first
Status: StatusWaitingForPlayer,
CreatedAt: time.Now(),
}
}